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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Section_Ei8ht
    • March 9, 2006 at 5:57 PM
    • #1,741

    nicely done, there, alex! Sweet stuff.

  • Zacker
    • March 9, 2006 at 7:22 PM
    • #1,742

    As long as he knows what he is doing with the lightmaps and are upping the scale a bit on less significant faces, then it should not be a problem. It is however quite dependant on how large a face area your map got.

    You will generally not notice a performance hit by lowering the lightmap scale as the result is a higher memory consumption. This kind of performance issues only get bad whenever you got over the limits of your gfx card and it has to use your system memory for storing textures.

    And ohh, nice map:)

  • SKULLHOZER
    • March 10, 2006 at 6:08 AM
    • #1,743

    Great work Alex! I love the detail and the lighting.

    Some criticism though:

    = Gameplay – is this going to turn into a good playable map?

    = Scale – some of those crates are unrealistically big.

    It’s excellent work for only three days, keep up the great work!

  • Flight40
    • March 10, 2006 at 6:14 AM
    • #1,744
    Quote from SKULLHOZER

    Great work Alex! I love the detail and the lighting.Some criticism though:

    = Gameplay – is this going to turn into a good playable map?

    = Scale – some of those crates are unrealistically big.

    It’s excellent work for only three days, keep up the great work!

    He's already stated that it is for his portfolio, and most likely won't become a playable map.

  • D3ads
    • March 10, 2006 at 1:34 PM
    • #1,745

    Tis a thing of beauty

  • dissonance
    • March 11, 2006 at 5:58 AM
    • #1,746

    Alex, did you go by any tutorials for that lighting? That's the one thing I've never been able to get right.

    If not, can you make one?

    Pweeeeease?

  • alexroyce
    • March 11, 2006 at 5:33 PM
    • #1,747

    Nah I didnt use any. Whats so special about the lighting anyhow?

    My website is being redone and there will be a tutorial section, so maybe ill write one.

  • dissonance
    • March 11, 2006 at 8:48 PM
    • #1,748
    Quote from alexroyce

    Nah I didnt use any. Whats so special about the lighting anyhow?

    It's so... smooth.

  • Tequila
    • March 11, 2006 at 9:02 PM
    • #1,749

    Blocklights and x4 lightmaps are the stuff of the future. You really can't go wrong with them (unless you go crazy performance-wise, obv.)

  • von*ferret
    • March 11, 2006 at 10:20 PM
    • #1,750

    lightmaps are not the future ;P

  • alexroyce
    • March 11, 2006 at 10:22 PM
    • #1,751
    Quote from dissonance

    It's so... smooth.

    Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.

  • Tequila
    • March 11, 2006 at 10:22 PM
    • #1,752
    Quote from von*ferret

    lightmaps are not the future ;P

    Alright then, the immediate future. Source engine work.

    YOU KNEW WHAT I MEANT.

  • dissonance
    • March 12, 2006 at 12:00 AM
    • #1,753
    Quote from alexroyce

    It's so... smooth.

    Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.

    Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?

  • insta
    • March 12, 2006 at 12:30 AM
    • #1,754
    Quote from dissonance

    It's so... smooth.

    Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.

    Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?

    Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.

    Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.

  • csharp
    • March 12, 2006 at 1:11 AM
    • #1,755

    [Blocked Image: http://servut.us/csharp/pfolio/old_coffee.jpg]

    Hardly wip, made so far ~10min

  • insta
    • March 12, 2006 at 1:19 AM
    • #1,756

    Shouldn't that go in the model thread

  • Grinwhrl
    • March 12, 2006 at 1:24 AM
    • #1,757

    very nice but yeah, should bein the model thread, hehe

  • von*ferret
    • March 12, 2006 at 2:00 AM
    • #1,758

    the bump on that wood is ridiculously high. If you put it that high to get slats in the wood then you should've modeled the slats. As is you're causing it to have an ugly as f background. Shaders look nice though, model is basic so I dunno what you want me to comment on.

  • dissonance
    • March 12, 2006 at 7:06 AM
    • #1,759
    Quote from insta

    It's so... smooth.

    Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.

    Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?

    Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.

    Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.

    It doesn't do anything to ingame renders? What about when other objects are actively casting shadows on it? I mean... realtime. In game.

  • rockdude86
    • March 12, 2006 at 9:11 AM
    • #1,760
    Quote from insta

    It's so... smooth.

    Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.

    Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?

    Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.

    Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.

    isnt it about lightmaps being low that gives you more quality :wink:

    also good point dissonance, seems logical to me that something like that would affect performance. unless this goes by a totally different book of rules. blah i dunno anyway pure sex alex...

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